:David Roundy originally developed a Bridge game in Haskell and wrote a versioning system for this project. However as time went by, the versioning project [[Darcs]] became the more important part of the development and the bridge game was stalled.

See also the [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] category on Hackage.

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; [http://allureofthestars.com Allure of the Stars]

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: A near-future Sci-Fi roguelike and tactical squad combat game. In brilliant 16-color ASCII, grid-based, turn-based, with a story, stealth, cool-down melee weapons, slow projectiles and fast explosions. Browser and native binaries. Free software using the {{HackagePackage|id=LambdaHack}} roguelike game engine. This incarnation complete, but in constant development and accepting contributions of all kinds.

: A Bejeweled clone written completely in Haskell with {{HackagePackage|id=gloss}}.

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;{{HackagePackage|id=board-games}}

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: Computer player algorithms for three games: Connect Four, Rows&Columns, Mastermind. Intended for running as a web server.

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;{{HackagePackage|id=boomslang}}

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: A clone of the popular Flash game Boomshine.

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;[https://github.com/yairchu/defend Defend The King from Forces of Different]

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: A simple multiplayer real time strategy game.

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; [http://www.increpare.com/2008/11/endless-cavern/ Endless Cavern]

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: A 2D procedurally-generated cave exploration game.

;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]

;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]

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;[[Frag]]

;[[Frag]]

:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.

:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.

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;[http://mfuglos.github.io/jeopardy Fuglos Jeopardy]

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:Fuglos Jeopardy is a free implementation of a game resembling the popular quiz show 'Jeopardy'. It is written using Gtk2Hs as GUI toolkit. It is quite feature complete and easy to use. It contains support for LaTeX, so you can for example use LaTeX math syntax in your data sheets and thus organize a math jeopoardy event. Licensed under GPL3.

:A fast paced 2D arcade game written entirely in Haskell with the SDL2 binding.

;[http://mu.org/~mux/LambdaChess/ LambdaChess]

;[http://mu.org/~mux/LambdaChess/ LambdaChess]

:GTK chess client

:GTK chess client

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;[https://github.com/mchakravarty/lazy-lambda Lazy Lambda]

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:Lazy Lambda is a simple Flappy Bird clone in Haskell, implemented with [https://github.com/mchakravarty/HaskellSpriteKit Haskell SpriteKit]. It was originally developed for the [https://speakerdeck.com/mchakravarty/playing-with-graphics-and-animations-in-haskell Compose :: Melbourne 2016 keynote], where it was live coded in the second half of the presentation.

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;[http://quasimal.com/projects/level_0.html Level 0]

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:A fun and featureful Snake II clone using SDL.

;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]

;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]

:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.

:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.

:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.

:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203Hackage])

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:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on Hackage as {{HackagePackage|id=Monadius}}; see also the [http://www.youtube.com/watch?v=zqFgQiPKtOIvideo])

:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]

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:A Super Mario clone, using an SDL binding different from the one in Hackage: [https://github.com/mokehehe/monao Monao on github], [https://github.com/keera-studios/monao New maintained version on github]

:A lights-out clone for iOS and Android written in Haskell using SDL2 graphics and the FRP implementation Yampa. Created by [http://facebook.com/keerastudios Keera Studios], available on [https://itunes.apple.com/us/app/magic-cookies/id1244709871?mt=8 iTunes] and [https://play.google.com/store/apps/details?id=uk.co.keera.games.magiccookies Google Play for Android].

:A video game framework, with a [http://vimeo.com/109663514 video tutorial] and [https://github.com/egonSchiele/chips chips], a game based on it.

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;[[Bogre-Banana]]

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:A 3D game-engine for Haskell. It uses Haskell bindings to the OGRE 3D engine and OIS input system and a library called reactive-banana, to create a "Functional Reactive Programming" game-engine.

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;[http://hackage.haskell.org/package/bullet Bullet]

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:A wrapper for the Bullet physics engine.

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;[http://hackage.haskell.org/package/free-game free-game]

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:A GUI/game library based on free monads.

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;[http://hackage.haskell.org/package/FunGEn FunGEn]

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:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [https://github.com/haskell-game/fungen/blob/master/examples/hello.hs simple] [https://github.com/haskell-game/fungen/blob/master/examples/pong/pong.hs 2D] [https://github.com/haskell-game/fungen/blob/master/examples/worms/worms.hs games], in Haskell. Example code: [http://joyful.com/fungen/site/example.html A Brief Example]. Forks and patches welcome!

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;[http://projects.haskell.org/game-tree/ game-tree]

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:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.

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;[http://hackage.haskell.org/package/GLFW-b GLFW-b]

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:Bindings to GLFW, a free, open source, multi-platform library for creating OpenGL contexts and managing input, including keyboard, mouse, joystick and time.

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;[http://gloss.ouroborus.net/ Gloss]

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:An OpenGL abstraction layer supporting game-style main loops.

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;[https://github.com/haskell-game haskell-game]

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:A project to make game development with Haskell easier to get started with by providing a suite of libraries for covering all sorts of aspects of game development.

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;[https://github.com/mchakravarty/HaskellSpriteKit Haskell SpriteKit]

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:Haskell SpriteKit provides a purely functional interface to the SpriteKit game engine on Apple platforms. SpriteKit is a state-of-the-art engine for 2D games and includes a versatile animation framework and an integrated physics engine. It is easy to use without the need for low-level programming or advanced concepts, such FRP.

:A game engine for Windows which includes Haskell bindings to a couple of C++ libraries and a Haskell API on top of that. Features include Audio, Joystick, Mouse and Keyboard handling, GUI, Network, Physics, 3D graphics.

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:[https://www.youtube.com/watch?v=v_GSbObYRkY Y-Wing flight] is a video of a demonstration of the possibilities of HGamer3D.

:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.

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:Hipmunk: A Haskell binding for [http://chipmunk-physics.net/ Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.

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;[https://github.com/asivitz/Hickory Hickory]

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:Hickory is not really a game engine. It's more of a collection of tools and abstractions that can be used to make games. It doesn't have opinions and doesn't force you into a particular paradigm.

;[[Hpysics]]

;[[Hpysics]]

:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.

:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.

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;[http://www.cin.ufpe.br/~haskell/fungen FunGEn - a game engine for Haskell]

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;[http://hackage.haskell.org/package/hogre hogre]

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:FunGEn (Functional Game Engine) is a 2D platform-independent game engine implemented in and for Haskell, using HOpenGL. It is intended to help game programmers in the game development process, in a faster and automated way.

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:Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.

:LambdaCube 3D is a domain specific language and library that makes it possible to program GPUs in a purely functional style.

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; [https://github.com/LambdaHack/LambdaHack LambdaHack]

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: A game engine library for turn- and grid-based roguelike games, with optional tactical squad combat. Produces both browser and native binary games. You need to specify the content to be procedurally generated and the engine builds the world and runs it. Actively developed, accepting extensions and all kinds of contributions.

Contents

Games

A near-future Sci-Fi roguelike and tactical squad combat game. In brilliant 16-color ASCII, grid-based, turn-based, with a story, stealth, cool-down melee weapons, slow projectiles and fast explosions. Browser and native binaries. Free software using the LambdaHack roguelike game engine. This incarnation complete, but in constant development and accepting contributions of all kinds.

Foo (abbreviation from football) is a playing machine of Paper Soccer, a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.

Fuglos Jeopardy is a free implementation of a game resembling the popular quiz show 'Jeopardy'. It is written using Gtk2Hs as GUI toolkit. It is quite feature complete and easy to use. It contains support for LaTeX, so you can for example use LaTeX math syntax in your data sheets and thus organize a math jeopoardy event. Licensed under GPL3.

Nethack clone written in Haskell (The web site have this mage-1.0.pre35.tar.gz file containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.

FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together simple2Dgames, in Haskell. Example code: A Brief Example. Forks and patches welcome!

Haskell SpriteKit provides a purely functional interface to the SpriteKit game engine on Apple platforms. SpriteKit is a state-of-the-art engine for 2D games and includes a versatile animation framework and an integrated physics engine. It is easy to use without the need for low-level programming or advanced concepts, such FRP.

A game engine for Windows which includes Haskell bindings to a couple of C++ libraries and a Haskell API on top of that. Features include Audio, Joystick, Mouse and Keyboard handling, GUI, Network, Physics, 3D graphics.

Y-Wing flight is a video of a demonstration of the possibilities of HGamer3D.

Hipmunk: A Haskell binding for Chipmunk. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also HipmunkPlayground: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.

Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.

A game engine library for turn- and grid-based roguelike games, with optional tactical squad combat. Produces both browser and native binary games. You need to specify the content to be procedurally generated and the engine builds the world and runs it. Actively developed, accepting extensions and all kinds of contributions.